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https://github.com/pocketpy/pocketpy
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@ -149,109 +149,6 @@ struct PyWorld {
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static void _register(VM* vm, PyObject* mod, PyObject* type);
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static void _register(VM* vm, PyObject* mod, PyObject* type);
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};
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};
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struct Body final{
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b2Body* body;
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b2Fixture* fixture;
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PyObject* obj;
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Vec4 debug_color;
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Body(b2World* world, PyObject* obj){
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b2BodyDef def;
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def.type = b2_dynamicBody;
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// a weak reference to the object, no need to mark it
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def.userData.pointer = reinterpret_cast<uintptr_t>(this);
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body = world->CreateBody(&def);
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fixture = nullptr;
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this->obj = obj;
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this->debug_color = Vec4(std::rand() / float(RAND_MAX), std::rand() / float(RAND_MAX), std::rand() / float(RAND_MAX), 1.0f);
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}
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void _update_fixture(b2Shape* shape){
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body->DestroyFixture(fixture); // this takes care of NULL case
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fixture = body->CreateFixture(shape, 1.0f);
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}
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Vec4 get_debug_color() const{ return debug_color; }
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b2Vec2 get_position() const{ return body->GetPosition(); }
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void set_position(b2Vec2 v){ body->SetTransform(v, get_rotation()); }
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void set_rotation(float angle){ body->SetTransform(get_position(), angle); }
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float get_rotation() const{ return body->GetAngle(); }
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void set_velocity(b2Vec2 v){ body->SetLinearVelocity(v); }
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b2Vec2 get_velocity() const{ return body->GetLinearVelocity(); }
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void set_angular_velocity(float omega){ body->SetAngularVelocity(omega); }
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float get_angular_velocity() const{ return body->GetAngularVelocity(); }
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void set_damping(float damping){ body->SetLinearDamping(damping); }
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float get_damping(){ return body->GetLinearDamping(); }
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void set_angular_damping(float damping){ body->SetAngularDamping(damping); }
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float get_angular_damping() const{ return body->GetAngularDamping(); }
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void set_gravity_scale(float scale){ body->SetGravityScale(scale); }
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float get_gravity_scale() const{ return body->GetGravityScale(); }
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void set_type(int type){ body->SetType(static_cast<b2BodyType>(type)); }
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int get_type() const{ return static_cast<int>(body->GetType()); }
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float get_mass() const{ return body->GetMass(); }
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float get_inertia() const{ return body->GetInertia(); }
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bool get_fixed_rotation() const{ return body->IsFixedRotation(); }
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void set_fixed_rotation(bool fixed){ body->SetFixedRotation(fixed); }
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// fixture settings
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float get_density() const{ return fixture->GetDensity(); }
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void set_density(float density){ fixture->SetDensity(density); }
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float get_friction() const{ return fixture->GetFriction(); }
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void set_friction(float friction){ fixture->SetFriction(friction); }
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float get_restitution() const{ return fixture->GetRestitution(); }
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void set_restitution(float restitution){ fixture->SetRestitution(restitution); }
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float get_restitution_threshold() const{ return fixture->GetRestitutionThreshold(); }
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void set_restitution_threshold(float threshold){ fixture->SetRestitutionThreshold(threshold); }
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bool get_is_trigger() const{ return fixture->IsSensor(); }
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void set_is_trigger(bool trigger){ fixture->SetSensor(trigger); }
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// methods
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void apply_force(b2Vec2 force, b2Vec2 point){
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body->ApplyForce(force, point, true);
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}
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void apply_force_to_center(b2Vec2 force){
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body->ApplyForceToCenter(force, true);
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}
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void apply_torque(float torque){
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body->ApplyTorque(torque, true);
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}
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void apply_linear_impulse(b2Vec2 impulse, b2Vec2 point){
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body->ApplyLinearImpulse(impulse, point, true);
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}
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void apply_linear_impulse_to_center(b2Vec2 impulse){
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body->ApplyLinearImpulseToCenter(impulse, true);
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}
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void apply_angular_impulse(float impulse){
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body->ApplyAngularImpulse(impulse, true);
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}
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void destroy(){
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if(body == nullptr) return;
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body->GetWorld()->DestroyBody(body);
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body = nullptr;
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}
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};
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} // namespace imbox2d
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} // namespace imbox2d
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namespace pkpy{
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namespace pkpy{
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